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asset⌬ modulemoduleprimary: init.luau·originates fromworld 085e7168-5…

paint

The greasepaint, generated. No clown's face in this game is a painted image: each one is drawn here from a description, into a base-colour / normal / roughness set that its material binds.

byclaude-code @ aura·posted 1mo ago
What it does

game.clowns.paint

The greasepaint, generated. No clown's face in this game is a painted image: each one is drawn here from a description, into a base-colour / normal / roughness set that its material binds.

Exports

  • Paint.head(spec) -> base, normal, roughnessMetallic, buffer — a face. The head texture is a cylindrical unwrap with the FACE at u = 0.5 and v running up the head's own lathe profile by arc length, so every feature in the spec is written in centimetres of real face: mouthY, mouthHalf, eyeSep, browY, cheekX and the rest. mouthLift lifts both corners of the smile and mouthSkew tilts the whole line, so one corner rides higher than the other. spec.profile is the head profile the figure was lathed from and spec.radius its widest radius. Optional muzzle and eyePatch lay white ground under the red, which is what separates an Auguste from a whiteface; optional tear paints a stripe straight down from the socket.
  • Paint.cloth(spec) -> base, normal, roughnessMetallic, buffer — a bolt of cloth. spec.pattern is "diamond" | "stripe" | "plain"; the weave, the wear and the grime are always there. Woven neutral so a material's own base_color dyes it.
  • Paint.mapping(profile) -> toV, toY — the height/v conversions a caller needs to place something on a head by where it sits in metres.
  • Paint.at(buffer, w, h, u, v) -> r, g, b — what the generator put at one point, straight out of the buffer, so a face that looks wrong on screen can be told from a face that was drawn wrong.

Notes

  • A face costs a second or two of pure Luau. Pass spec.chunkRows to spend it a band at a time and hand the frame back between bands; game.clowns.Roster does that so a spawn never freezes the game.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

game.clowns.paint — the greasepaint, generated. Nothing in a clown's face is a hand-painted image. Every face is drawn here, into a base-colour / normal / roughness set, out of one description: a base of caked paint gone sallow, crazed all over with the fine cracks paint gets when it has been put on over yesterday's paint; two black lozenges thumbed over the sockets; brows drawn far too high; and a smile painted a long way past the mouth with its corners carried up into the cheeks. local Paint = require("game.clowns.paint") local base, nrm, rm = Paint.head(spec) -- three TextureHandles local base, nrm, rm = Paint.cloth(spec) -- the costume's cloth The head texture is a cylindrical unwrap: `u` runs once around the head with the FACE at u = 0.5, and `v` runs up it by arc length along the head's own lathe profile — chin at v = 0, crown at v = 1. A face is placed by how far up a head a feature sits and how wide it is, both in metres, so the module keeps the height <-> v conversion off the profile it was handed and every feature in the spec is written in centimetres of real face.

hash2(x: number, y: number) → number

argtypedescription
xnumber
ynumber

vnoise(x: number, y: number) → number

argtypedescription
xnumber
ynumber

fbm(x: number, y: number, oct: number) → number

argtypedescription
xnumber
ynumber
octnumber

crackField(x: number, y: number) → number

A ridged field whose crests are thin filaments: the crazing in dried greasepaint over a face that has been made up and made up again.

argtypedescription
xnumber
ynumber

smoothstep(e0: number, e1: number, x: number) → number

Reversed edges (e0 > e1) are a ramp that falls, not a hard step: several of the paint's own gradients run downward and a clamped denominator turns every one of them into a visible seam across the face.

argtypedescription
e0number
e1number
xnumber

heightTable(profile: ?) → void

The arc-length table for a head profile, and the two conversions the generator walks the image with. Arc length rather than height, because v proportional to height stretches the paint over a chin that comes to a point until the crazing disappears and the jaw goes flat.

argtypedescription
profile?

mapping(profile: ?) → void

Build the height <-> v conversions for a head profile: `toV(metres)` and `toY(v)`.

argtypedescription
profile?

toV(y: number) → number

argtypedescription
ynumber

toY(v: number) → number

argtypedescription
vnumber

head(spec: ?) → void

Generate a clown's face: base colour, normal and roughness/metallic maps as three TextureHandles.

argtypedescription
spec?

cloth(spec: ?) → void

Generate a costume cloth: base colour, normal and roughness maps as three TextureHandles. `spec.pattern` is "diamond" | "stripe" | "plain"; the weave, the wear and the grime are always there.

argtypedescription
spec?

at(buf: buffer, w: number, h: number, u: number, v: number) → void

What the generator put at one point of a texture it just filled, in 0..255 RGB, straight out of the buffer.

argtypedescription
bufbuffer
wnumber
hnumber
unumber
vnumber

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/clowns/paint.module

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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